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Introduction
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Games you Can Play
General Rules
Imperfect Deck
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Draw Poker
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Draw Poker
General Rules of Poker
Stander Hand Rank of Poker
Basic Draw Poker Rule
Draw Poker Variation
Low and High-Low Variation
Spit Card Variants Poker
Miscellaneous Draw Poker Variants

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Stud Poker
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Stud Poker
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

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Rummy Games
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Rummy Games
Six Seven Card Straight
PIF-PAF
Six Seven Card Knock Rummy
Coon Can
Five Hundred Rummy
Continental Rummy
Fortune Rummy
Kalooki (CALOOCHI)
PAN

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Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

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Canasta
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Canasta
Variation of Canasta
Typical Four-Handed Score Sheet

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Bridge: Contract and Auction =================
Contract and Auction
Contract Bridge Scoring Table
Illustrations of Most Frequent
Minimum Biddable Suits
CONVENTIONAL LEADS
CHANCES OF VARIOUS SUIT
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

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Cribbage and How it is Played
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Cribbage how to Play
Strategy at Cribbage

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Casino
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Casino
Strategy at Casino

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Children and Family Card Games
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Family Card Games
Old Maid
Animals or menagerie
TWENTY –ONE

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Miscellaneous Card Games
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Miscellaneous Card Games
Briscola
Primiera
Scotch whist
Lift smoke
Preference
Grand
Crazy eights

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Solitaire and Patience Games =================

Solitaire and Patience Games
Single-deck solitaire
Decade
Auld Lang Syne
Klondike
Four Seasons
Beleaguered Castle
Trefoil
Poker Solitaire
Two-deck solitaire
Tournament
Multiple solitaires

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Chess, Checkers, and Teeko
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Chess
Checkers
Teeko
Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

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Parlor Games for All
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Parlor Games
Twenty Questions

SIX-AND SEVEN-CARD STRAIGHT

 One of the most widely played games of the Rummy family poker a favorite with gamblers, cops, athletes, a game in which the stakes are a penny or a dollar per hand.  This is straight Rummy, one of the humble offspring’s of Whiskey Poker.
            Requirements
  1. Two to six people, each playing for himself.
  2. A regular  52- card deck.

Note:  The variation called Seven-Card Straight Rummy is favored by expert players, because it affords more latitude for strategy.  Six-Card Straight Rummy is recommended  for two to five players, the most interesting game being constituted of four or five.  Six may play, but the element of skill is minimized because the number of draws from stock by each player is reduced.  Seven-Card Straight is played by to two to five players.  The ideal game being constituted  by four players.

Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under general Rules for Rummy Games.

            Object of the Game

  1. To go rummy by laying down the entire hand at one time in melds of three or four cards of the same rank (kind) or three or more cards of the same suit in sequence, like the melds in Gin Rummy
  2. Or, to have the lowest total of points in unmatched cards at the end of the game.

Value of Cards.  For Scoring, the ace is low, counting one point kings, queens, and jacks counts 10 points; all other cards have their face  value.
            The Deal.    Dealing one card to each player clockwise starting with the player at his left, the dealer gives to each the correct number of cards (six or seven, as agreed).  The dealer gets the last card dealt.

  (At this point it is the practice of some players to turn the next card face up on the table, making it the first upcard.  I do not recommend that this card faced up. It fives the leader an unearned and unfair advantage.)  The rest of the cards, the remainder of the deck, are placed face down on the table, forming the stock.  On completion of each hand, the deal passes to the player at the dealer’s left.
            The Play of the Hand.  The leader makes the first play by picking the top card of the stock.  He then must discard one card.  From that point on, each player in his turn of play, which goes clockwise, may take either the upcard or the top card of the stock, discarding one card to complete his play poker .  Play continues until a player goes rummy and is declared the winner or until the break.
            The Break.  Should the players fail to go rummy and should cards in the stock be reduced to the number of players in the game, we arrive at a phase of the game called the break.  The player whose turn it is to pick the top card of the stock is called the breaker.  After the break has begun, a player cannot in his turn pick the top card of the discard pile (upcard) unless that card can be used in an immediate meld.

            When the cards are broke (i.e. when fewer cards remain in the stock than there are players in the game), the player breaking must put down all his melds on the table in separate sets and hold covered in his hand his unmatched cards.  The next player does likewise, but may lay off cards if he can on any exposed melds.  He also holds covered his unmatched cards.  All the players do likewise in rotation.  When the last player has completed his play:

  1. He announces the total value of the unmatched cards still in his possession, and shows the cards.
  2. Rotating clockwise, each player in turn does the same until all the players have laid their unmatched cards on the table.
  3. The player having the lowest score in unmatched cards on the table.

Players cannot show their unmatched cards until the last play has been completed.  If two or more players have an equal number of points at the end of the game and the breaker is one of those players, the breaker wins.  If neither of the tied players is the breaker, the winner of the tied players is the breaker, the winner is the one closest to the breaker’s left.

The Payoff

  1. Should a player be declared the winner after the break, either by having a lower card count or by going rummy, he receives one unit from each other player.
  2. Should a player go rummy before the break, he receives two units from each player. 
  3. should a player (a) go rummy on his first pick or (b) go rummy by melding his hand in a sequence of the same suit before the break, he receives four units from each player.

The unit may be any amount agreed upon. Some online poker players choose to pay off in multiplies of the point value of unmatched cards.  In such cases the principles enunciated above hold good.  Each player pays the winner on the difference in points between their scores.

            Additional Rules.  Violations and infractions of the rules are covered under General Rules for Rummy Games.
            Strategy.  The most important thing to keep in mind is to save cards that give you a maximum chance to fill a set.  Unless you are so lucky as to be dealt a complete hand, you have to build up one or more matched sets, starting with combinations.  A combination is two cards that will become a matched set if a specific third card is added.  Example: Eights of hearts and spades become a sequence.
            Not all combinations  are of the same value.  The best has two places open, that is, it can be filled to a set by either of two cards.  The above examples are two-way combinations, if none of the filler cards respectively (eights of diamonds and clubs, and two and five of clubs) is dead.  A skip sequence such as king and jack of hearts is inferior, since it can be filled only by one card, the queen of hearts.  Any two-way combination becomes demoted to a one-way if one of the filler cards is dead; for example, if the eight of clubs is buried in the biscards, a pair of eights is no better than a skip sequence.

            So long as all cards are live, a sequence combination is preferable to a pair, for it has better chance to be enlarged to a set of four.  After a pair is filled the group has only one chance to become a set of four, but after a sequence is filled it still has a two-way chance to grow, provided that it is not at the top or bottom of the ranking.  Thus, queen and jack of hearts if filled by the ten of hearts remains two-way, but if filled by the king of hearts becomes one-way.
            In reckoning what cards to keep, figure in terms of the specific cards you need to fill.  Combinations sometimes interlock, and when they do they are inferior to wholly separated combinations.  For example, eights of hearts and clubs and nine and ten of spades are both two-way combinations, but if you hold both of them you have only three chances to fill, not four.  The eight of spades is wanted by both, and if you get it you cannot use it both ways.  Don’t confuse this situation with a double combination, which is the ideal holding because it is the most economical.  Example:  With eights of hearts and spades and nine of hearts, you have four chances to fill.  It is true that when you fill either a sequence or a group, you will be left with one useless card.  But until that time, you keep four places open by holding only three cards.

            As a general rule, don’t pick up a discard merely to make a combination.  Take potluck on a draw from the stock instead you may fill a set.  But a possible exception can arise when you have few or no combinations, and taking the discard will make a double combination.  One drawback of this play, however, is that you warn your opponent not to discard another card of the same rank, or near in rank in the same suit.  You will probably have to rely for a filler, if you ever get one, on the stock.
            It is normal to discard high cards rather than low ones, for high cards in the hand are costlier if an opponent goes out.  This being the case, you may expect your right-hand opponent to feed you high cards, and a high one-way combinations may be worth saving for two or three rounds but not too long.
            Sometimes you are stuck with a card you know your neighbor wants.  For example, he has picked up an eight, and later you draw another eight for which you have no use.  Yet you do not dare discard it, especially if you are sure he has a group of eights rather than a sequence.  As a general rule, if stuck with one or more such cards, meld what you can.  The idea is to encourage everybody to meld, and so give you a chance to lay off your “players.”

Skip Rummy

            Skip Rummy is a fascinating draw poker variation of Straight Rummy in which each player is dealt five cards.  This game introduced a restricted form of melding and is responsible for modern Rummy games which prescribe an initial specific meld or melds for each new dealt hand.

Requirements

  1. Two to six players, each playing for himself.
  2. A regular 52-card deck.  For scoring, the value of the cards follows: Ace is low, counting one point; jacks, queens, and kings count 10  points, all other cards count their numerical value.


Typical Rummy combinations – three or four have a kind and numerical sequences by suit.

Object of the Game.  To go rummy by melding or laying off a five-card hand at two or more turns of play, or to score the least number of points in unmatched cards at the end of the game.

            The Deal.  The dealer, starting with the leader, deals five cards to each player one at a time clockwise.  The remainder of the cards are placed face down, forming the stock.
            The Play.  Same as in Straight Rummy.  The leader makes the first play by picking the top card of the stock.  He then must discard one card.  Then each player in his turn of play, which goes clockwise, may take either the upcard of the discard pile or the top card of the stock, discarding one card to complete the play.  Play continues until a player goes rummy and is declared the winner or the game ends when the cards in the stock are reduced to the number of players in the game and the player having the lowest card count it declared the winner.
            Melding.  A player at his turn of play can meld either (a) a three-card meld, which may be either three cards of the same rank, or three cards  of the same suit in sequence, or (b) he may lay off only one card on any exposed meld resting on the table.  If by picking the top card of the stock, the player makes a three-card meld that gives him rummy, he is not required to discard a card.
            All other melds or layoffs at one time are prohibited, such as melding a set of four matched cards, or any combination of two matched sets, or the laying off of more than one card.  Nor can a player meld a matched set and lay off a card on the same turn of play.
            End of Hand.  When a player goes rummy, he receives two units from each player.  If the players fail to go rummy and the cards in the stock are reduced to the number of players in the game, the game ends and the player having the lowest unmatched card count receives one unit from each player.
            The unit may be any amount agreed upon.  Some players choose to pay off in multiples of the point value of unmatched cards.  In such cases, each player pays the winner a unit on the difference between their scores.

Round-the-Corner Rummy
           
Round-the-Corner Rummy, also known as Boat House Rummy and Dizzy Rummy, is a novel variation of Straight Rummy, with a one- and two-card discard. Also the ace may be used in high, low, and round-the-corner sequence melds.  This game is the same as straight Rummy, except for the following:

  1. Two to four Players, although four make the best game.
  2. The ace does not have to begin a sequence meld, but may be used high, low, or round-the-corner.  Example: ace-king-queen, ace-two-three, or king-ace-deuce.
  3. To determine the number of cards to be dealt to each player, subtract the number of players from nine.  Thus, in a four-handed game, each of the players, starting with the leader, will be dealt five cards, one at a time in rotation to the left.  The remainder of the undealt cards are placed face down on the table to form a stock, and the top card of the stock is turned up alongside it as the starter for the discard pile.
  4. The actual play begins with the player at the dealer’s left, and each player in turn clockwise may take cards in any one of the following ways:
    1. Pick the top card of the discard pile, plus the top card of the stock.
    2. Pick only the top card of the stock.
    3. Pick the two top cards of the discard pile whenever two are available.
    4. A player may not pick up a card from the discard pile after having picked the top card of the stock.  In this instance, he is only entitled to one card (the top card of the stock).  Whenever a player picks a card from  discard  pile, he is compelled to draw one more card either from the top of the stock or from the discard pile.
    5. After completing his draw play, the player is permitted to discard only one card.  This method of play rotates to the left from player to player until some player  goes rummy (melds his entire hand).  If no player has gone rummy and the stock is exhausted, the cards in the discard pile except the top one, which is used as a discard pile starter, are shuffled by the same dealer, and cut by a player.  Then they are placed face down on the table forming a new stock and the game continues as described under rules (a) through (e) as detailed above.  This procedure continues until some player goes rummy and collects the agreed stake from each player.

Block Rummy

This game is played in the same manner as straight Rummy except for the following:

  1. The Player who goes out must make a final discard; therefore his cards must constitute valid sets and still have a card for discard.
  2. After the stock is exhausted, play continues only so long as each successive player takes the discard.  When any discard is refused, play ends.  The player with the lowest total count wins the difference from each of the other hands.  If two or more hands tie for low, they share the winning poker equally.

Queen City Rummy

This game, which is sometimes called Cincinnati Rummy, is the same as Straight Rummy except for the following:

  1. Seven cards are dealt to each player.  A player may not meld until he can go rummy.  When he goes out he may meld seven or eight  cards.  He does not require  a discard.
  2. The player going rummy collects the point value of his own hand (not the value of his opponent’s hand, and not double) from each of the other players.

Carousel

This is a fairly popular and interesting form of Rummy.

Requirements

  1. Two to Five players
  2. With two players, one regular 52-card deck plus a joker.  With three or more players, two 52-card  decks are shuffled together, plus two jokers.
  3. The cards rank: king (high), queen, jack, ten, down to two, ace (low).

Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.
            The Deal.  Each player receives ten cards.  The rest of the pack is put face down in the center of the table to form the stock.
            The Play.  Each player in turn, beginning with player to the dealer’s left, must draw at least one card from the stock.  He may then meld and lay off all the cards he wishes.  Failing to meld any card, he must draw a second card from the stock.  Again he has a chance to meld.

  If he does not do so, he must draw a second card from the stock.  Again he has a chance to meld.  If he does not do so, he must draw a third card.  Thereupon his turn ends; he may not meld after drawing the third card.  If he melds after one or two draws, his turn ends after he has stated that he is finished melding.
            Object of Play. Each player strives to reduce the count of cards left in his hand.  A player may knock if this count is 5 or less.  Face cards count 10, aces 1, other cards their index value, and jokers 25.  A knock must be made in the player’s turn, after he has drawn one or two cards.
            Melds.  Both sequences and groups are valid melds.  A group may never be extended to more than four  cards, and there must be no duplication of suit.  All melds are common property.  A player may lay off additional cards on any matched sets on the table he may also rearrange any number of cards on the table to enable him to lay off to form new sets.  Example: On the table: the sevens lay off the seven of spades, hearts, and clubs.  The player may lay off the seven of diamonds, then borrow any one of the other sevens to form a sequence. 

On the table: king, queen, jack, ten, nine of clubs.  The player breaks the sequence in two to allow melding of the jack of clubs.  Elaborate rearrangements are often feasible; for example, with groups of eights, sevens, and sixes on the scoring table, the player may be able to arrange them as sequences to allow laying off of nines and fives.  If he commences to rearrange melds on the table, the player must in that turn meld at least one new card from his hand.  (Rearrangement cannot be used as a subterfuge to avoid melding or drawing extra cards.)  Before the player finally states that he is finished, he must leave every set on the table correct.
          A joker is wild.  In melding it, the player must state its intended rank and suit, and subsequent melding is bound by that statement.  Example: If a joker is melded as the king of hearts with the natural queen and jack of hearts with the natural queen and jack of hearts, it may not be moved to the. t other end to become the ten of hearts and so I permit layoff of the nine of hearts.  However, a  player holding the natural card represented by the joker may exchange it for the joker, then name the joker to be what he pleases to assist further melding. The joker may likewise be captured in exchange for a card already on the table, if the player can satisfy all the fore- going rules as to melding and rearranging melds. Once melded, a joker may never be taken back into any hand, but must be left on the table, available to all players. Even though able to meld after one draw, a player need not do so; if he prefers, he may draw one or two additional cards.

Scoring. Play ends when any player knocks, having a count of 5 or less in his hand. There is no laying off after the knock. All hands are counted, and lowest hand is the winner. The winner alone scores; he is credited with the difference of his count from each of the other hands. If another party ties the knocker or has a lower count, he wins and scores a bonus of 10 for undercut. If two or more players other than the knocker tie for low count, each wins the difference of his count from each of the other hands, plus 10 for undercut. If the knocker gets rid of all his cards, he scores a bonus of 25.
If the player who draws the last card of the stock does not knock, each player in turn has one more chance to meld and layoff, but there is (of course) no more drawing. All hands are then counted, and lowest count wins the deal; if two or more tie for low, each wins what any alone would have scored.
A running total is kept of each player’s score, and the first to reach 150 wins a game. He scores a game bonus of 100. Each player is then credited with 25 points for each deal he has won, and each settles with every other according to the difference of their scores. A player who has scored not a single point pays the winner of the game double (but each other opponent singly).

Strategy. In your first several turns, you should usually draw three cards even though able to meld. The more cards you get initially, the better your chances of having a joker, or a card you can exchange for someone else’s joker, and the better your chances of melding and rearranging melds to suit your purpose. In fact, the more cards you start with, the better your chances of reducing the deadwood to 5 or less. This fact is so patent  that in a game among “sharps” there is often no melding at all until the stock is completely exhausted.
You need not go to this extreme, however, and certainly should not when any player ahead of you “cracks” by starting the melding. Then play your hand on its merits. Meld after one draw if you have real prospects of reducing your hand solely by laying off. Otherwise, take two cards, and then decide the extra card taken may be helpful, and one card more or less does not hurt, so long as you can still meld if you wish.
Always study the table to see what you can layoff by various rearrangements. If you fail to do so, you may actually overlook an opportunity to go out with zero count. (The only drawback of this otherwise excellent poker game is the delay due to the necessity of studying the cards on the table. Carousel fans cure this ill by putting a time limit of two minutes on the turn of each player; if a player exceeds the time limit, he must withdraw from that deal.)

Double Rummy

This game is the same as Straight Rummy, except for the following:
Two full decks plus two jokers are shuffled together. Each player receives ten cards. (The best game is four to six players.) A joker is wild; it may be designated by the owner to be of any suit and rank in order to complete a matched set. Once melded, a joker may not be recaptured, but it may be moved in a sequence to make way for additional cards to be laid off. Example: In nine-joker-seven sequence, the joker may be moved to the end to make way for a natural eight-spot; in joker-three-four sequence, the joker may be moved to the other end as a five, to make way for a natural two. In settlement, a joker left.  In the hand counts 15. An ace counts 11. The ace may be used either high or low, so that queen-king-ace and ace-two-three are sequences, but king-ace-two is not. A group consists of any three or more cards of the same rank, regardless of suit.

Java Rummy

This game, which is also called Elimination Rummy and Freeze Out, is played as in Straight Rummy with the following differences:

  1. Each player is dealt seven cards one at a time.
  2. Any deuce is wild, which means that the holder may call it any card that he wishes. One or two jokers may also be added to the deck, and they are also wild.
  3. If a player wishes to meld in his turn, he must do so before drawing a card. If he does meld, he may not discard.
  4. A player may either meld all of his seven cards in one turn, that is, go rummy, or meld six cards if his seventh card counts 5 or less. He may not make his melds in installments. If the player melds six cards, he shows the seventh to verify that its count is 5 or less. The player who first melds either all seven cards or six cards according to the rules is the winner.
  5. Ace counts one point; a deuce or joker 25; all other cards as Straight Rummy. Each player totals his unmatched cards, and their point count is added to his previous score (including the winner if he goes down with only six cards). If the winner goes rummy with all seven cards, 25 points are subtracted from his previous tally even if this gives him a minus score. As soon as a player’s score reaches 100, he is eliminated from the card games and must put a chip into a pool. When only one player remains in the game, he collects the pool. If two players remaining in the game go over 100 points on one hand, the one with the lower score wins.

Rummy Poker

In this variation of Java Rummy, two decks are shuffled together and used as one, and four jokers are added. Each player is dealt ten cards. A player may either meld all his cards at once or go down with nine if the tenth card has a count of 3 or less.
An ace counts 10. If his hand is a complete sequence straight the winner receives a bonus of 25. A flush, that is, all cards in the same suit, scores a bonus of 25. A flush in sequence straight flush scores a bonus of 50. Flushes or sequences may be made with  wild cards. Any player who first scores 100 is I the winner. There is no elimination.

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AMERICAN WHIST =================

AMERICAN WHIST
BID WHIST
VINT
BOSTON
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Pinochle Many Variations
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Pinochle Many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

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Other Members of the Bezique Family

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The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Imperial
Jass
Boo-Ray or BOURÉ

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The Big Euchre Family
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The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf

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The Heart Group
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Heart Group
Spot Hearts
Black Widow Hearts

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The All-Fours Group
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All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle

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Banking Card Games
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Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
Pontoon
CHEMIN DE FER
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
ZIGINETTE
CHINESE FAN-TAN
Banker and broker
Red Dogs


Card craps
Lottery
TRENTE ET QUARANTE

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The Stops Games
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Stops Game
SNIP-SNAP-;SNOREM
ENFLE
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Skarney® and How It Is Played
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Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles

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Cheating at Card Games
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Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

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Dice and their Many Games
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Dice and their Many Games
The Casino Game: Bank Craps
THE CASINO’S LPERCENTAGE OF BANK CRAPS BETS
SCARNE’S RULES FOR OTHER DICE GAMES
English Hazard
Hooligan
General
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

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Games Requiring Special Equipment
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Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette

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Lottery and Guessing Games
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Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The Match Game

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Glossary of Game Terms
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glossary
glossary1
glossary2
glossary3

 

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